by Dina Folgia When I was a child, I existed in a world ruled by print. If I wasn’t consuming media that had a front and back cover, chances are I wasn’t consuming it at all. I indulged in the occasional cartoon, maybe a movie or two every now and again, but by the time I was twelve my library of books far outweighed my library of DVDs. I was insatiable, unshakable, and I couldn’t picture myself growing up to craft anything besides literature. As I entered into my college experience and began to study writing as a possible career path, however, I was faced with a dilemma. After spending four years studying and dedicating myself to the craft, I began to grow complacent in the area of print media. It seemed like all my creative writing-based classes were teaching the same things, and that was based in creating publishable material and helping writers grow a thick enough skin to brave the cold, uncaring world of print writing. It wasn’t until I added on a media writing concentration and took several Radio, TV, and Film classes that I began to realize why I—and many of my peers—had grown so incredibly tired of print.
0 Comments
by Jenna Burke Recently there has been a face that is making the internet 🔥 with extensive debate behind its actual meaning. No, it is not one of the Kardashians or Clint Eastwood memes, but rather an emoji that is causing controversy. According to USA Today, the new “Woozy Face Emoji” that is supposed to depict someone who is intoxicated has been creating critical debate in the social media universe. While some people 😂 at this and make tweets such as “this is how every one be when they get their pictures at the DMV,” others find the fact that we are having the discussion not only 😕, but also a complete waste of time.
by John Gross
Throughout time technology has changed how the writer crafts his novel. From pen and paper, to typewriters, to word processing—the tools of the trade are constantly evolving. In today’s world, the writer can craft a sentence and move it around to different places, supplementing paragraphs where he sees fit. This can be a powerful tool, that makes the revision process more fluid and dynamic. An author can be less committed to putting something on a page, where it can be easily reshaped, moved, and removed. While this technology has fundamentally changed how the novelist crafts his work, it hasn’t really changed how the reader consumes it. Sure, we are in a period of time that is showing the rise of e-readers and digital print, but ultimately the novel is being experienced in the same traditional way. By Jessica M. Tuckerman Here’s a brief description of one of my favorite stories: Desmond Miles just escaped from Abstergo Industries, the modern day face of the Knights Templar, after he was forced to live out the genetic memories of his ancestor who fought in the crusades. He escapes with Lucy Stillman and two others who help him to reach a secluded cave where Desmond relives the memories of Ezio Auditore da Firenze. The story jumps between Ezio’s story in the Italian Renaissance and the cave where Desmond is desperately trying to find an alien device which will destroy the world if it falls into the wrong hands. By reliving Ezio’s memories, Desmond hopes to find where the device is hidden before Abstergo catches up to him.
The story is full of twists and turns. I actually cried when Ezio, the narrator for much of the story, had to watch his family hang in the middle of Firenze. I love the plot, I love the framed narrative, I love seeing Italy during the Renaissance. I was consistently surprised throughout my first reading of the piece and I truly recommend that you pick it up. The story is from Assassin’s Creed II. A video game. by Michael Nusspickel Multi-modal art has been gaining popularity among artists for the past decade, and it would be hard to argue that video games aren’t a means of creating a multi-modal experience for an audience. Within the genre of video games exists a niche sub-genre that logically should be the answer to many writer’s problems with choosing a medium, but it has barely been noticed (if at all) outside of the gaming community: the visual novel. Visual novels are novels that use visual and audio cues alongside text to communicate their content. A mix between graphic novels, video games, and pure prose, the visual novel allows a writer to have a product with visual art as an integral part of the storytelling but without sacrificing one’s prose for it. Text is delivered through speech boxes, backgrounds and characters are drawn, and sound and music add to the experience. Visual novels offer everything a graphic novel does, but with the ability to ignore a graphic novel’s layout limitations on word count. They originated in Japan but have been around for well over a decade at this point, so the question becomes: how come they haven’t caught on with Western writers? |
Archives
October 2024
Categories
All
|
Glassworks is a publication of Rowan University's Master of Arts in Writing 260 Victoria Street • Glassboro, New Jersey 08028 [email protected] |
All Content on this Site (c) 2024 Glassworks
|